/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { screenManager = new ScreenManager(Content, GraphicsDevice, Window); screenManager.Initialize(); // Add screen screenManager.AddScreen(new LoginScreen(), null); //HACK: Defintely don't want this here forever Entity._counter = ulong.MaxValue - 10000; base.Initialize(); }
public void TryToMakeContext() { // Create our state manager and let's get started if (_screenManager == null) { _screenManager = new ScreenManager(null, GraphicsDevice, null); screen = new MapEditScreen(_gameMap); _screenManager.AddScreen(screen, null); screen.LoadContent(); screen.Camera2D = new Camera2D(new Vector2(Width, Height), _gameMap.Layers[0].Width, _gameMap.Layers[1].Height, 1f); Resize += MapRenderControl_Resize; _sb = new SpriteBatch(GraphicsDevice); } // Since there was a context swap, do it up MapEditorGlobals.CurrentActiveTexture = screen._renderer._tilesetTexture; //CurrentActiveTexture }